[Angband 3.0.6 Character Dump]
Name todor2 Self RB CB EB Best
Sex Male Age 53 STR! 18/100 +1 +2 +9 18/220
Race Dunadan Height 85 INT! 18/100 +2 +2 +6 18/200
Class Ranger Weight 215 WIS! 18/100 +2 +0 +5 18/170
Title ***WINNER*** Status 1 DEX! 18/100 +2 +1 +11 18/240
HP 987/987 Maximize Y CON! 18/100 +3 +1 +8 18/220
SP 373/380 Preserve Y CHR! 18/100 +2 +1 +8 18/210
Level 50 Armor [44,+167] Saving Throw Heroic
Cur Exp 58546444 Fight (+53,+43) Stealth Excellent
Max Exp 58546444 Melee (+68,+61) Fighting Legendary
Adv Exp ******** Shoot (+69,+21) Shooting Legendary
MaxDepth 5000 ft Blows 5/turn Disarming Superb
Gold 7136373 Shots 3/turn Magic Device Heroic
Burden 329.0 lbs Perception Excellent
Speed +23 Infra 0 ft Searching Excellent
You are one of several children of a Serf. You are the black sheep of
the family. You have dark brown eyes, wavy blond hair, and a very
dark complexion.
abcdefghijkl@ abcdefghijkl@
Acid:......+.*++.. Blind:.............
Elec:......+...... Confu:......+......
Fire:..*.+.+..+... Sound:......+.+....
Cold:*.....+...... Shard:.........+...
Pois:....+..+..... Nexus:......+......
Fear:+.+.+...+.... Nethr:..+..........
Lite:.....+....... Chaos:........+....
Dark:.....+....... Disen:.........+...
abcdefghijkl@ abcdefghijkl@
S.Dig:..+.......... Stea.:.......+.....
Feath:............. Sear.:.........+...
PLite:............. Infra:.............
Regen:..+.......... Tunn.:.............
Telep:.+........... Speed:..+++......+.
Invis:+.+..+....... Blows:.............
FrAct:+++.....+.+.. Shots:.............
HLife:.....+....... Might:.+...........
[Character Equipment]
a) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) (charging)
It increases all your stats by 2. It slays orcs, undead, and all evil
creatures, and is especially deadly against demons. It is branded with
frost. It provides immunity to cold. It provides resistance to fear.
It is blessed by the gods. It grants you immunity to paralysis and the
ability to see invisible things. It activates for mass banishment
every 1000 turns. It cannot be harmed by the elements.
b) a Long Bow of Lothlorien (x3) (+16,+21) (+1)
It increases your dexterity by 1. It increases your shooting power by
1. It grants you immunity to paralysis and the power of telepathy. It
cannot be harmed by acid or fire.
c) The Ring of Power 'Narya' (+6,+6) (+1)
It increases all your stats by 1. It increases your speed by 1. It
provides immunity to fire. It provides resistance to fear and nether.
It sustains your strength, wisdom, constitution, and charisma. It
slows your metabolism and speeds your regeneration. It grants you
immunity to paralysis and the ability to see invisible things. It
activates for large fire ball (120) every 20+d20 turns. It cannot be
harmed by the elements.
d) a Turquoise Ring of Speed (+15)
It increases your speed by 15.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear. It
activates for heal (500) every 200 turns. It cannot be harmed by the
elements.
f) The Arkenstone of Thrain
It provides resistance to light, dark, and life draining. It lights
the dungeon around you. It grants you the ability to see invisible
things. It activates for detection every 30+d30 turns. It cannot be
harmed by the elements.
g) The Full Plate Armour of Isildur [25,+24] (+1)
It increases your constitution by 1. It provides resistance to acid,
lightning, fire, cold, confusion, sound, and nexus. It cannot be
harmed by the elements.
h) a Shadow Cloak of Aman [6,+33] (+1 to stealth)
It increases your stealth by 1. It provides resistance to poison. It
cannot be harmed by the elements.
i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides immunity
to acid. It provides resistance to fear, sound, and chaos. It grants
you immunity to paralysis. It cannot be harmed by the elements.
j) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
It increases your intelligence, dexterity, and charisma by 3. It
increases your searching by 3. It provides resistance to acid, fire,
shards, and disenchantment. It cannot be harmed by the elements.
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
It increases your dexterity by 4. It provides resistance to acid. It
grants you immunity to paralysis. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements.
l) a Pair of Soft Leather Boots of Speed [2,+14] (+10)
It increases your speed by 10.
[Character Inventory]
a) a Book of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
It cannot be harmed by the elements.
f) a Book of Magic Spells [Mordenkainen's Escapes]
It cannot be harmed by the elements.
g) a Book of Magic Spells [Tenser's Transformations]
It cannot be harmed by the elements.
h) 14 Yellow Speckled Potions of Healing
i) 19 Grey Speckled Potions of *Healing*
j) 15 Violet Potions of Life
k) 28 Red Potions of Restore Mana
l) 14 Scrolls titled "sefwah wahbar" of Teleportation
m) 8 Scrolls titled "nihturs" of *Destruction*
n) 13 Scrolls titled "nesx pluwed" of Banishment
o) 2 Gold-Plated Rods of Recall
It cannot be harmed by electricity.
p) a Zinc Rod of Healing
It cannot be harmed by electricity.
q) 10 Copper-Plated Rods of Teleport Other
r) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
It increases all your stats by 125. It increases your infravision by
125. It is cursed. It cannot be harmed by the elements. It might
have hidden powers.
s) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
It cannot be harmed by the elements. It might have hidden powers.
t) The Long Bow of Bard (x3) (+17,+19) (+2)
It increases your dexterity by 2. It increases your speed and shooting
power by 2. It grants you immunity to paralysis. It cannot be harmed
by the elements.
u) 13 Seeker Arrows of Holy Might (4d4) (+14,+17)
It slays demons, undead, and all evil creatures. It cannot be harmed
by acid or fire.
v) 92 Seeker Arrows of Flame (4d4) (+13,+12)
It is branded with fire. It cannot be harmed by fire.
w) 12 Seeker Arrows of Slay Evil (4d4) (+13,+13)
It slays all evil creatures.
[Home Inventory]
a) 92 Purple Potions of Speed
b) 40 Yellow Speckled Potions of Healing
c) 10 Red Potions of Restore Mana
d) 6 Clotted Red Potions of Enlightenment
e) 80 Scrolls titled "sefwah wahbar" of Teleportation
f) 2 Gold-Plated Rods of Recall
It cannot be harmed by electricity.
g) 2 Tin-Plated Wands of Teleport Other (3 charges)
h) a Silver-Plated Wand of Dragon's Flame (2 charges)
It cannot be harmed by the elements.
i) an Ivory Staff of the Magi (1 charge)
j) 2 Mistletoe Staffs of Holiness (2 charges)
k) The Ring of Power 'Nenya' (+8,+8) (+2)
It increases all your stats by 2. It increases your speed by 2. It
provides immunity to cold. It provides resistance to blindness and
life draining. It sustains your intelligence, wisdom, and charisma.
It makes you fall like a feather and speeds your regeneration. It
grants you immunity to paralysis, the power of telepathy, and the
ability to see invisible things. It activates for large frost ball
(200) every 20+d20 turns. It cannot be harmed by the elements.
l) The Palantir of Westernesse (+2)
It increases your intelligence and wisdom by 2. It increases your
searching and infravision by 2. It provides resistance to blindness
and chaos. It lights the dungeon around you. It grants you the power
of telepathy and the ability to see invisible things, but it also
aggravates creatures around you and drains experience. It activates
for clairvoyance every 50+d50 turns. It cannot be harmed by the
elements.
m) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
It increases your strength and charisma by 4. It provides resistance
to acid, lightning, fire, cold, dark, and disenchantment. It activates
for banishment every 500 turns. It cannot be harmed by the elements.
n) a Cloak of Aman [1,+31] (+3 to stealth)
It increases your stealth by 3. It provides resistance to nexus. It
cannot be harmed by the elements.
o) a Cloak of Aman [1,+17] (+1 to stealth)
It increases your stealth by 1. It provides resistance to shards. It
cannot be harmed by the elements.
p) a Shadow Cloak of the Magi [6,+21] (+1)
It increases your intelligence by 1. It increases your stealth by 1.
It provides resistance to life draining. It sustains your intelligence.
It cannot be harmed by acid.
q) a Large Metal Shield of Elvenkind [5,+24] (+1 to stealth)
It increases your stealth by 1. It provides resistance to acid,
lightning, fire, cold, and confusion. It cannot be harmed by the
elements.
r) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
It increases your intelligence, dexterity, and charisma by 3. It
increases your searching and speed by 3. It provides resistance to
cold, light, dark, blindness, sound, and shards. It lights the dungeon
around you. It grants you immunity to paralysis and the ability to see
invisible things. It cannot be harmed by the elements.
s) The Hard Leather Cap of Thranduil [2,+12] (+2)
It increases your intelligence and wisdom by 2. It provides resistance
to blindness. It grants you the power of telepathy. It cannot be
harmed by the elements.
t) The Iron Helm of Dor-Lomin [5,+20] (+4)
It increases your strength, dexterity, and constitution by 4. It
provides resistance to acid, lightning, fire, cold, and fear. It
lights the dungeon around you. It grants you the power of telepathy
and the ability to see invisible things. It cannot be harmed by the
elements.
u) The Iron Helm 'Holhenneth' [5,+10] (+2)
It increases your intelligence and wisdom by 2. It increases your
searching by 2. It provides resistance to blindness and confusion. It
grants you the ability to see invisible things. It activates for
detection every 55+d55 turns. It cannot be harmed by the elements.
v) The Glaive of Pain (9d6) (+14,+30)
It provides resistance to fear. It cannot be harmed by the elements.
w) The Two-Handed Flail 'Thunderfist' (4d6) (+13,+17) (+4)
It increases your strength and constitution by 4. It slays animals,
orcs, and trolls. It is branded with electricity and fire. It
provides resistance to lightning, fire, fear, and dark. It cannot be
harmed by the elements.
x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.
[Options]
Adult: Allow purchase of stats using points : no (adult_point_based)
Adult: Allow specification of minimal stats : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall : no (adult_ironman)
Adult: Restrict the use of stores/home : no (adult_no_stores)
Adult: Restrict creation of artifacts : no (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no (adult_rand_artifacts)
Adult: Don't stack objects on the floor : no (adult_no_stacking)
Score: Peek into object creation : no (score_peek)
Score: Peek into monster creation : no (score_hear)
Score: Peek into dungeon creation : no (score_room)
Score: Peek into something else : no (score_xtra)
Score: Know complete monster info : no (score_know)
Score: Allow player to avoid death : no (score_live)

On 16.9.2006 04:29 umncems@yahoo.com wrote:todor11 was tragically lost when my hard drive read head decided to get to know the hard disk better. This character is an attempt to replace him. Hopefully he'll live to meet an actual death!

On 28.11.2006 22:02 umncems@yahoo.com wrote:First time I've gotten a character to level 50. Any thoughts are welcome. I've heard that at some point getting more speed no longer helps, at what point is that? If I can find an armor configuration that gives me resist poison I can replace the Ring of Poison Resistance with a Ring of Speed +6.

I still have yet to find any nether resistance which has me worried. I'm also tempted to be carrying the Glaive of Pain instead of my Lance.

Having found the Scythe "Avavir" I was wondering, if a weapon does extra damage from frost and fire, does it actually do 3x the damage dice twice? Or is it like slay evil and slay undead where it will only do one of them even if an enemy is both evil and undead?

On 29.11.2006 01:13 Matthias wrote:Only the highest brand OR slay is applied, so Avavir does 3* base damage to anything that doesn't resist cold or fire.

Wield this:
t) a Long Bow of Extra Might (x3) (+14,+15) (+1)
It does more damage with less arrows. 3 shots is enough.

On 29.11.2006 01:17 wrote:f) a Book of Magic Spells [Raal's Tome of Destruction]
It cannot be harmed by the elements.
h) a Book of Magic Spells [Kelek's Grimoire of Power]
It cannot be harmed by the elements.

Do you actually like... use those? A stack of 99 normal arrows should help you more than those :)

Beside that, dive some 1000ft and start killing wyrms

On 30.11.2006 03:32 umncems@yahoo.com wrote:Yeah, I've been meaning to switch the bow over. I don't use Kelek's Grimoire of Power, I probably should quit carrying it around, from time to time I'll use Ice Storm or Meteor Swarm, but usually against packs of things that are running away from me, so it's probably useless as well.

Thanks for the info. on Avavir, I figured that was the case, but I wasn't able to find it explicitly stated about brands.

I'm trying to train myself to be more of an archer. Until very recently I almost never used the bow and just took everything on hand to hand. That said, most of my artifact finds were from setting up a small corridor and summoning things and cloning the ones that drop lots of items (especially the various ages of bronze dragons, and spirit nagas). Death molds put an end to that.

I'm on my way deeper into the dungeon, anything especially nasty I should keep an eye out for?

On 4.12.2006 22:00 umncems@yahoo.com wrote:While probably not the smartest thing I've ever done, I took on Azriel without any form of nether resistance (I still haven't gotten a single item/artifact that has it with this character). Thankfully I was wandering around with the Glaive of Pain on this trip to the dungeon. As this is the farthest down I've ever taken a character, it's the first time I've met Azriel and wanted to see how bad he was. I was down around 170 HP at one point, but I got him! Now if I only can learn to never try that again...

On 22.12.2006 00:23 umncems@yahoo.com wrote:Finding a long bow that gave telepathy allowed me to completely re-equip my character. I'm still missing nether resistance (though I have found things with it now) and gave up blind resistance but gained disenchant, maxed dex, more intelligence and an unshielded AC of 202. While not as good damagewise as Bard, this bow has been treating me well.

I've found over half of the artifacts but none of the really powerful stuff yet. Thunderfist still seems to be the best weapon I've found, with the Glaive of Pain dispatching anything that resists fire and lightning.

I've never been anywhere near this deep, so I'm trying to take it slow and not make any stupid mistakes. Any suggestions/thoughts/encouragement are welcome!

Still diving slowly, but now with the goal of making it to 5000'. I think once I get some more Potions of Life, I'll be set. Some more arrows of Holy Might would be nice too. Finding Eonwe now gives immunity to three of the four elemental attacks. I imagine I'll bring Bard with me to the final battle, hopefully some other form of telepathy will show up before then!

On 26.1.2007 05:01 umncems@yahoo.com wrote:So I was talking to Sauron earlier. I had mentioned that I was interested in meeting Morgoth, but he told me I couldn't do that. I told him that as it has been my life's mission for months now (and a family quest undertaken generations ago) to meet the Lord of Darkness and I really had to insist. Sauron responded that I could "meet Morgoth over my dead body" to which I felt I had to oblige him. He spited me by leaving nothing of value besides a secret staircase that had been hiding behind him.

Venturing down, my heart racing at the opportunity to finally meet my destined foe, I had dancing in my head images of a grand battle. Hours I planned to prepare for my (whom turned out to be less than gracious) host. In my mind I played out over and over the halls I would line with beautiful runes to show my appreaciation for his majesty's hospitatlity. But this was not to be, as in the midst of dragons and mages, mere moments after arriving at (what I believed to be) the base of this subterranean lair, there my target stood in all his unholy glory (and some rubble still upon his face from the wall he just bored through).

I did not feel quite prepared for the suddenness of this meeting and took a moment to relocate myself to other environs within Lord Morgoth's palace. I stumbled upon what I believe to be a dungeon for wayward trolls that could not be reformed any other way. The great axe that had been bequeathed to me by a Wyrm many weeks before cried out for justice upon these evil, wretched souls. Seeing this space I felt that this, this was the perfect location to make ready for my most eager liege. But again Morgoth's desire to meet me got the better of him, and before I could prepare the glittering glyphs I had so carefully planned for this occasion, there stood my target.

The battle, to be true, was epic. A flurry of arrows were let fly. It was not until later I realized that the heirloom of the great Bard which had been so carefully preserved for this moment remained unused, forgotten as was the rest of my plan. As the battle raged, onward came my mighty foe, barely noticing the Holy Might with which the arrows were created. With a wave of his hand legions of dragons, of undead, and of demons appeared, and with but a word I sent them back to the hells they came from. When finally I stood toe-to-toe with my unyielding enemy, I stepped through an ethereal door and continued to rain arrows upon him. Alternating between storms of mana and nether blasts, and calling forth more legions of followers to his aid, still he came. This time when trying to slip away, I overshot my intended target and awoke a hoard of Dreaded terrors. Finally reclaiming my cleared troll dungeon, we resumed our battle until finally, amidst the ruins of the ceiling caving around us, we met in hand-to-hand combat.

Having cut himself off from his followers, save one Thunder Wyrm whose audacity to interrupt our battle seemed stunning to him, Morgoth turned to his mighty hammer to combat my ever moving frozen axe.

In the end, Morgoth lay dead at my feet, though as his servant before him, no items, save his hammer and crown, were of any significance. But it didn't really matter, I knew that finally, my quest was ended.

On 27.1.2007 00:40 sephiroth2906@yahoo.com wrote:As I am sure all who read this can agree, Morgoth is indeed a chitlin head of incredible and epic magnitude. Congrats for destroying he who steals lives and causes carpel tunel syndrome. If I spelled that wrong, tough nookies. Way to go dude, you are my hero.